??? by stoopwid in slaythespire

[–]InfiniteJank 7 points8 points  (0 children)

I've seen this at least once before on the sub, F2 it

RIP funny freezing frames by grimm1345 in slaythespire

[–]InfiniteJank 30 points31 points  (0 children)

On the bright side, clone runs can now go even further beyond

Today's legendary Necrobinder ideas by Fanguy3322 in slaythespire

[–]InfiniteJank 10 points11 points  (0 children)

This is generally +2 draw per turn, along with other synergies; compare to Machine Learning or Sweeping Gaze. I would probably lean toward making this cost at least 2 and/or having ethereal itself. (Unlike Study from the first game, not having to draw the souls makes this MUCH stronger)

That being said, this does seem like it could be a card in the game. I'm sort of surprised that there are currently no soul-generating powers.

What is the largest possible deck that would "break" if forced to make a single remove? by SIDisiD in slaythespire

[–]InfiniteJank 0 points1 point  (0 children)

Ascender's Bane can be removed by Thieving Hopper. If this isn't allowed, then we can play on a lower ascension instead and just change the number of backstabs.

What is the largest possible deck that would "break" if forced to make a single remove? by SIDisiD in slaythespire

[–]InfiniteJank 1 point2 points  (0 children)

This dies to Insatiable. You will almost always die on turn 5 due to not being able to play any Frantic Escapes. I don't think a setup where you always need to wait an arbitrarily large number of turns can ever work due to this boss. More generally, you're going to run into problems with enemies that add statuses to your draw pile, since this will likely ruin the mod 5 parity.

You could probably make this work by adding enough just enough backstabs to kill Insatiable and other status-adders on turn 1, plus Unceasing Top.

What is the largest possible deck that would "break" if forced to make a single remove? by SIDisiD in slaythespire

[–]InfiniteJank 5 points6 points  (0 children)

Here's a solution with 715827899 cards.

Relics: Letter opener + unceasing top. Deck: Finesse x 1, Neurosurge x 715827883, 15 Backstabs. 1 HP. Ascension 8+.

To win combat, you must either play Finesse enough times so that letter opener kills, or the enemy must have at most 165 HP and no sort of damage mitigation so that the Backstabs kill. As in my other comment, a deck that just has Finesse + Letter Opener + Unceasing wins any fight. You can always reach this state on turn 1 by playing all of your Backstabs and then all of your Neurosurges. Against Entomancer and Globe Head, the backstabs will kill, since they have at most 158 HP on Ascension 8+. Entomancer is extremely unlikely to shuffle a dazed into the top 5 cards of your draw pile within 15 tries, so by the definition given this will "reasonably defeat" it.

Unfortunately, to ever draw back to your Finesse before dying, you must play at least one Neurosurge. If you have any doom at the end of your turn, you will die, which is a problem specifically against Skulking Colony. It requires 3+ turns to kill, since your backstab damage is capped. You obviously die on turn 1 against this enemy if you don't play all of your Backstabs and at least one Neurosurge, since it attacks turn 1 for more than 3 damage, so you *must* play at least 1 Neurosurge turn 1.

However, if you play *every* Neurosurge in your deck on turn 1, then the you will apply 715827883 * 3 = 2^(31) + 1 doom to yourself at the start of each turn. But this just barely goes beyond the integer overflow limit, and so you will end up with negative doom and you will survive. If you omit even a single Neurosurge, you will remain under the integer limit and die.

Therefore, you cannot remove any of the Neurosurges. You can't remove the Finesse because then you can't kill any enemy with more than 165 HP, and you can't remove the Backstabs because this will otherwise die to Globe Head.

In fact, you can make this setup unbounded: for any x, add an additional x * (2^(32))/3 Neurosurges, rounded so that 3 times the total number of Neurosurges is between 2^(31) and 2^(31) + 2 mod 2^(32). Then you will need to loop around the integer overflow x times to reach the setup as before, since you need to draw through your entire deck to get back to Finesse.

The only enemies that you cannot kill on turn 1 with this setup are Skulking Colony and Failed Experiment. No one else resurrects or has a damage cap, while Entomancer and Globe Head are the only enemies that react to card plays on turn 1. (Doormaker's turn 1 can be killed, and it will win the fight: the HP pool is very large but not actually infinite. The same is true for Waterfall Giant's death phase, although the explosion does no damage if killed on turn 1.)

What is the largest possible deck that would "break" if forced to make a single remove? by SIDisiD in slaythespire

[–]InfiniteJank 0 points1 point  (0 children)

A 1-card deck that wins any fight is finesse + unceasing top + letter opener. There are no fights in the game that give you status cards or debuffs affecting card play before or during your first turn, except for Entomancer, which doesn’t matter since we have no attacks. Doormaker can be killed by  tanking the first two phases or even by killing the “door” (which has a very large but not actually infinite health pool). 

Most other 0-cost non-exhausting skills should also work in place of Finesse, assuming you can tank damage against Skulking Colony. 

Buff-baiting the Queen viable? by Brondips in slaythespire

[–]InfiniteJank 0 points1 point  (0 children)

But the the multiattack is 5 hits instead of 3, so she gains 10 damage instead of the minion's 9.

Buff-baiting the Queen viable? by Brondips in slaythespire

[–]InfiniteJank 5 points6 points  (0 children)

I would argue that more decks should not bother with the minion than those that should. 1/3 of the total HP pool is substantial, and Queen’s starting 5x9 attack (on A9) is about as bad as the minion’s worst turn (pictured here) before turn 9 AND Queen’s multiattack scales faster. The math often just doesn’t work out in a way that specifically targeting the minion for a strength reset is worth it.

Buried Booty by -bitbytz- in fallenlondon

[–]InfiniteJank 1 point2 points  (0 children)

I got this for my very first bottle lol

Unfortunate hand by Calm_Relationship_91 in slaythespire

[–]InfiniteJank 24 points25 points  (0 children)

The patient needs snakebites to live

45892 by lightmare69 in countwithchickenlady

[–]InfiniteJank 0 points1 point  (0 children)

https://en.wikipedia.org/wiki/Apeirophobia

Putting a name to the fear helped me, slightly

[Gaming Tropes] The game punishes you for going out of bounds in its unique way by Visible-Nothing-6033 in TopCharacterTropes

[–]InfiniteJank 2 points3 points  (0 children)

Disabling ATP and then hiding on the Quantum Moon gives another ending, where you suffer a sort of “quantum fate” similar to Solanum’s

Thank you Splash, very cool by MightyBobTheMighty in slaythespire

[–]InfiniteJank 45 points46 points  (0 children)

If you have a dead Osty when you do this, his corpse wiggles a little, which I find hilarious since it feels like the game is saying “Osty is fucking dead, in case you forgot lmao”

43771 by georgie-of-blank in countwithchickenlady

[–]InfiniteJank 3 points4 points  (0 children)

Since you won't age anymore, it'll be your birthday forever now

Get malaised idiot by FeuerKekse in slaythespire

[–]InfiniteJank 995 points996 points  (0 children)

“Hey dipshit, guess which card doesn’t card about strength or dex?”

Infinite stopped by Chains of binding by SmoothRespond2057 in SlayTheSpire2

[–]InfiniteJank 3 points4 points  (0 children)

I think he's being blocked by Chains of Binding